Carrion Crown PbP - private (Inactive)

Game Master Vasari

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Loot list


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Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

"I do not feel we should wait until nD is finished. That would be three more nights, and I do not believe we have that much time left. If nD is up to it, we could press onward, and return to town so she can partake of her duties. If necessary, I'm sure I could save up a spell to help her through the long days and nights."

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"Agreed. Unfortunately I don't think our business in Harrowstone can wait."


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

"I welcome the challenge to my endurance. Especially if you have magics to fall back on should it prove more than my limit. Of course we should hit the Lorrimor manor to get properly fed and..." nDevere gestures head to toe toward both Drasven and Windom. "dressed. I'll pickup the list of 'lost souls' on the way back from the graveyard."


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Shaking the sheriff's hand on the way out.
I know it is hard to digest at times but foul magics play cruel tricks. Thank you for following the law through to the end for justice. You sir have have my complete respect and I hope to meet more men like you in my journeys. If you need further help in any matters do not hesitate to contact me.

Love the Scooby-doo feel.

to the group

I agree we should make haste and complete harrowstone. nD, I will be more than happy to accompany you for your night shift after the task.

Windom is all set to go after he eats a real meal and gears up.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

"Yes, let us get some food, and push forward, we have not much time to complete this task set before us."

Are those accursed weapons staying behind, or coming with us? I believe those were the only magical weapons we've discovered so far?

Grand Lodge

Father Grimburrow took the warhammer and greataxe to the vaults for safekeeping. You could request to use them before the curses are lifted but it would be unlikely he would allow it. The loot list is updated and you could buy or sell this evening.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Yes, let us inquiry to see if there are any magical weapons that can be acquired.

"Brother Windom, how about if you start at the Church of Pharasma.?"

"Drasven, can you use a bow? If so, we need to get you a bow, because I believe you might be the only one capable of using the magical arrows we discovered."

Cassandra will check if there is a smith that might carry weapons of use to us.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

I too can use a bow, I am fine with leaving my Crossbow behind and donning a short bow.

Is there anyone that can appraise the items we have to sell? Or is there a way to hire someone to do so?

Also is there a list of available magic items in the town?

Windom will purchase a short bow, and a quiver of normal arrows and an empty quiver. If Drasven cannot use a bow he will hold the magic and unique arrows. If he can we will split them up.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

I can appraise the items.

Grand Lodge

Zavar takes 10 and appraises the following:

a set of masterwork thieves’ tools-100 gp,
a bronze war medallion from the Shining Crusade-40 gp,
unframed Taldan painting of Stavian-100 gp,
a set of a noblewoman’s silver hair clips-35 gp,
a masterwork punching dagger-302 gp,
a pouch containing a fifty masterwork shurikens-310 gp,
a masterwork silver war razor-304 gp


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Thanks

We should keep the thieves tools.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Brass spirit planchette (4,000 gp) I don't remember what that does, but that could buy us stuff if it's not overly useful.

12 masterwork silver holy symbols (900 gp) I have no use for holy symbols other than the one I already have.

Masterwork silver flute (75 gp)

Agreed that the Thieves Tools need to be kept.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven shakes his head.
"Ach I could use a bow but my skills in archery are somewhat lacking. Usually my foes all come to me or I to them. I do not have much use for attacks from range, I apologise. We should get dressed and rearmed."

"We could all accompany our friend in the graveyard if needed but I say we must Clear harrowstone with all Haste!" saying the last, it is clear that Drasven is ready to go.

Grand Lodge

Please mark your quantity or name in the rows for each item in the loot list linked above. Unclaimed items could be sold. Remember art and jewelry sell for 100% of its value instead of 50%. Once you are finished resupplying, please let me know the next three areas of Harrowstone that you want to explore in order.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Is there a wand of cure light wounds available to purchase?
Also are there nets available? Not sure if this is a fishing town.

Is any of this available?

1 lb sack of flour
Yard of canvas
Twine
Oil of magic weapon (Scrolls / wands)
Potion of protection vs evil
Thunder stones
Garlic
Skeleton keys

Grand Lodge

Yes to all. You have a wand of cure light wounds in your loot list too.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Cassandra is currently carrying the Wand of CLW that we found in Harrowstone.

Remember Skeleton Keys only give a +10 that does not stack with your own modifier.

Does anyone remember what the "Brass spirit planchette" is? I can't remember. Was that something that was needed in order to use the Spirit Board?

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Yes it is needed to use the spirit board. Skeleton keys won't do me any good really.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Skeleton Keys
Me either but they are neat. However if it is an easy lock it can be opened as a standard action, not multiple rounds that open lock takes.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

I say we should do what we can to get Drasven a magical weapon. At least then two people will have them (nD already has magical fists). Windom, you can hold the magical arrows if you're alright with a bow. Sell the mundane stuff we don't need (keep the spirit board I guess and the thing you need to run it). Then sell that spellbook if we can, and see what we need after that. Then, back into the abyss.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven can cast Magic weapon if needed.

Grand Lodge

Please use the discussion tab for strategy, inventory management and purchases/sales.

You safely travel during the evening to Harrowstone after a hearty meal, a change of clothes and perhaps a hot bath to wash away jailhouse funk. Are you walking through the main entrance? What rooms will you explore next?


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

I suppose we are walking thought the main entrance. What rooms are left?

Grand Lodge

Staircase to Basement (S9)

This flight of stairs once led down toward what must be a lower level, but it’s now filled with a mess of large stone blocks and shattered timbers.

DC 15 Engineering or DC 20 Perception:
The rubble filling this stairwell did not result from a ceiling collapse—rather, it’s the result of a manually triggered deadfall that swiftly filled the stairs and blocked them off. It was this deadfall that the warden triggered so long ago when the prison riot threatened to escape the dungeons below. Clearing the rubble would require several days of work with the proper tools or magic spells. If the stairs are cleared, they lead down to the basement.

Training Room (S18)

The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.

This room was where the fire that doomed Harrowstone began. The fire burned so hot that much of the eastern wing of the dungeon below collapsed once its wooden supports failed. The jagged, soot-caked hole in the floor was once the location of the lift that connected the two floors—the machinery that powered the lift tumbled into the dungeon below during the fire. It’s a 20-foot drop from this point—the edges of the hole may appear dangerous but the unstable portions have long since fallen away, leaving the remaining rim solid enough to support the weight of numerous creatures.

Climbing down into the room below requires at least two separate Climb checks—the first a DC 30 check to navigate the overhang and ceiling of underground area, and then a number of DC 10 Climb checks to navigate the ruined stone and timber wall down to the ground 20 feet below.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Anyone remember if there was another way down?


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Engineering: 1d20 + 2 ⇒ (20) + 2 = 22

"Well, you do know Feather Fall, don't you? We could always jump and float down that way. Tie a rope off up here, and take the other end with us for our eventual departure of this place."


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Let us attach a rope and climb down. Save the magics.

Windom will look around for a place to secure a rope, even outside of the room would work.

Was there another big hole in the floor somewhere?

Grand Lodge

The map isn't to scale, but no that is the only hole.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

nDevere secures some pitons in the floor and drops knotted silk rope down the hole.
"Yes, let us not use our limited magic. A little effort and we'll be down there."


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Windom casts light on a small piece of debris and tosses it into the hole. After a quick glance if he decides it looks safe he will propel down into the hole. In the room below he will ready his new shiny shortbow.

Grand Lodge

This cavernous chamber may have once been an underground cellblock, but it has long since collapsed. The crumbled walls are thick with mold and stained with soot, and heaps of fallen stones and charred wooden beams line the area. Water drips and seeps along the walls, collecting in a dark, murky pool in the middle of the room. To the north, the twisted remains of a wood and iron lift lie in a heap in a shallow portion of the pool. A jagged hole in the roof yawns twenty feet above this ruin. To the west, a partially blocked opening seems to open up after several feet into a dark but stable tunnel.

It looks to be an empty cavern.

DC 20 Local:
This cellblock was once known as “Hell’s Basement” for its location below the Harrowstone graveyard. Once the largest wing of the dungeon, the fire caused this wing to collapse, leaving this room partially open but destroying all of the chambers east of this point. The lift shaft is still the only route to and from the remaining dungeons below Harrowstone.

Marching order, Climbing, Perception and Initiative checks when climbing down the hole. Map is updated.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Knotting and securing the rope should make it easier to climb down.

Hefting his axe, Drasven slowly makes his way down.
Climb, with fatigue 1d20 - 4 - 1 ⇒ (17) - 4 - 1 = 12
Perception 1d20 + 5 ⇒ (20) + 5 = 25
Initative, with fatigued 1d20 + 0 - 1 ⇒ (13) + 0 - 1 = 12

Fatigued Condition:

A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

climb: 1d20 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
init: 1d20 + 7 ⇒ (7) + 7 = 14

Isn't climbing a knotted rope DC 5?
Fingers crossed.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Climb: 1d20 - 5 ⇒ (15) - 5 = 10
Know Local: 1d20 + 2 ⇒ (2) + 2 = 4
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Init: 1d20 + 3 ⇒ (6) + 3 = 9

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Know: Local: 1d20 + 6 ⇒ (1) + 6 = 7
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Init.: 1d20 + 4 ⇒ (11) + 4 = 15
climb: 1d20 ⇒ 5

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

awful!


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Typical marching order has been:

Windom
nD
Cassandra
Zavar
Drasven

If anyone wants to change, this would be a good time to say so.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Just checked, a knotted rope is a DC 5! Zavar, we are safe. May of looked as coordinated as a drunk blind man on a tightrope, but we did it!


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

climb: 1d20 + 4 ⇒ (18) + 4 = 22(climb 10')
Acrobatics (DC15): 1d20 + 12 ⇒ (6) + 12 = 18drop 10'
Perception: 1d20 + 12 ⇒ (18) + 12 = 30
initiative: 1d20 + 5 ⇒ (20) + 5 = 25
nDevere climbs half of the way down, then drops away from the rope so that she can engage anything wanting to take advantage of the climb to make an attack.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

hahha! as long as my head is intact when I reach the bottom


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

"Gladly." the hearty dwarf drinks the potion and color begins to slowly return to his cheeks as the potion does its work.

Grand Lodge

GM: 1d20 ⇒ 3

I apologize for the lack of posting this weekend. Weekend posting will be minimal going forward as the holidays approach.
SURPRISE ROUND
nDevere-25
Zavar-15 (skipped)
Windom-14
Drasven-13
Cass-9 (skipped)
Bads-3

Windom is not able to climb 10 feet down the knotted rope but the rest of the party makes their descent. nDevere shows off her cat like agility by climbing then dropping gracefully into knee deep water (difficult terrain).

As soon as the nDevere sets foot in this chamber, the room fills with a cacophonous roar of screams and howls, echoes of the cries of those who burned to death in this room. This unsettling manifestation causes no harm, but an instant later, the surface of the dark pool of water begins rippling around the ruined lift as six ectoplasmic spirits rise up, dripping and horrible, to attack nDevere.

DC 15 Religion:
Drawn from energies of the Ethereal Plane, ectoplasm is a thick, vile substance that shapes itself into the form of an undead creature, creating a host for a soul unfortunate enough to be confined within it. The existence of an ectoplasmic being is a cruel one, and few souls willingly choose this fate of painful undeath. Ectoplasm resembles thick tangles of slimy linen or dripping goo, and is as grotesque to touch as it is to gaze upon. Immune-Undead traits

DC 20 Religion:
DR 5/slashing

DC 25 Religion:
Spell like abilities-Constant airwalk.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Knowledge (Religion) 1d20 + 6 ⇒ (11) + 6 = 17

"Bware, they're ectoplasm, some form of undead." calling out in warning.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Knowledge Religion: 1d20 + 6 ⇒ (16) + 6 = 22

"Use your slashing weapons on them. They resist other types of weapons."


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

nDevere attempts to make a cutting attack, but executes with a sloppy judo chop at spirit-2. AC 10 for 9 magic bludgeoning damage.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Attempts to climb down again.

climb knotted rope DC 5: 1d20 + 2 ⇒ (16) + 2 = 18

Grand Lodge

Drasven spends his surprise round climbing down 5 feet. The spirits attack nDevere
6d20 ⇒ (3, 7, 10, 1, 15, 9) = 45
damage: 1d6 + 2 ⇒ (6) + 2 = 8
NDevere needs to make a Will save DC 14 or be shaken, Charisma based.
Top of round 1!


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

On his turn

"Slashing? Sure I can do Slashing.....let me get down first." Grumbles the dwarf as he hastens to climb down and find solid ground.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

Being surrounded seems unnerve the monk, but she fights on.
nDevere sizes up her opponent but is unnable to make it count.
exploit weakness 14 dc=cr+10. flurry
Missing with AC12 & 8 +2 if cr of spirit-2 is 4 or less.

Grand Lodge

AC 12, CR 3
Does your style make it slashing damage?

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